20th-level Monster Conversions

:D

Initiative +20

This should be +23 by the book (+10 for half level, +9 dex, +4 lurker bonus)- although I am more and more varying from the formulae as I get more comfortable with the 4e design system.

m Lunge (Standard; at-will)The Giant Face Hugger shifts 6 squares and makes the following attack; +23 vs fortitude, 3d6+8 damage and the target is grabbed.

It almost seems like more of a skirmisher than a lurker; it has this ability, and no real "run away and hide to gain advantage" powers.

Healthy Meal The Giant face hugger gains a +3 to all defenses and regeneration 5 if it has a swallowed target that is taking acid damage. +6 and regeneration 10 if it has two targets swallowed.

+6 to its defenses is an awful lot. I'd prolly just change this to regeneration 10 (one victim) or 20 (two victims) and leave the defense boost out of it.
 

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METAL MASTER--- Level 20 Controller
This intelligent slug can magnetically control metal around it, even forming a halo of metal items and dust that surrounds it and damages those that come too close. A metal master is an 8’ long, grey slug.
Large fey magical beast--- XP 2800
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Initiative +7; Senses Perception +21; tremorsense 6
Control Metal aura 6; each creature with at least 5 lbs. of metal gear that enters or starts its turn in the aura is either pulled 3, slowed until the end of its turn or treats the aura as difficult terrain when approaching or when moving further from it (metal master’s choice)
HP 190; Bloodied 95
AC 34; Fortitude 31; Reflex 28; Will 34
Speed 4
---
[Melee basic] Slam (standard; at will): +25 vs. AC; 1d12+7 damage.

[Ranged] Magnetic Slide (minor 1/round; at will): Only against a target carrying at least 5 lbs. of metal; range 6; +24 vs. Reflex; Hit: target slides 6; Miss: target slides 1. This ability does not trigger opportunity attacks.

[Area] Magnetic Pulse (standard; encounter): Burst 3 within 10; +22 vs. Reflex; Hit: x damage, and target slides 2 and falls prone; Miss: half damage, and target slides 1.

[Close] Corona of Metal (standard; sustain minor; encounter): Close burst 1; +23 vs. AC; 3d6+8 damage. Loose metal objects, and even metal dust, form a corona of hovering shards around the metal master. As a standard action on its turn, the metal master may repeat the attack with the corona.
---
Alignment evil; Languages Common
Str 15; Dex 9; Wis 23
Con 22; Int 18; Cha 27
 

THESSALMONSTERS
Thessalmonsters are terrifyingly powerful beasts that are the magical construction of the mad wizard Thessal. Whether or not Thessal still lives is a matter for speculation, but the beasts named after him have kept his reputation alive.

The first thessalmonsters encountered were thessalhydras, and theirs is the basic body plan- a thick, bipedal body, whose entire forepart is taken up by a huge, slavering maw surrounded by a ring of long-necked hydra heads. At the end of the tail is a deadly pincer. Other thessalmonsters are all some sort of cross with the thessalhydra, but each is distinct, as noted in its individual description.

There is some archeological evidence that even the thessalhydra was a cross between a hydra and the original thessalmonster, which is now extinct. Sages point out that it is otherwise hard to explain what stock the beast’s legs (as a hydra is legless) and great maw has come from.

THESSALHYDRA--- Level 20 Solo Brute
Huge natural magical beast (reptile)--- XP 14,000
---
Initiative +14; Senses Perception +19; all-around vision
HP 776; Bloodied 388
AC 32; Fortitude 34; Reflex 30; Will 30
Resist acid 15, poison 15
Saving Throws +5
Speed 6
Action Points 2
---
[Melee basic] Maw (standard; at will) Acid, Poison: Reach 2; +32 vs. AC; 2d10+8 damage, plus ongoing 10 acid and poison damage (save ends).

[Melee basic] Hydra Bite (standard; at will): Reach 3; +32 vs. AC; 1d10+8 damage.

[Melee] Thessal Frenzy (standard; recharge 4 5 6): The thessalhydra makes a maw attack and three hydra bite attacks.

[Melee] Tail Pincer (minor 1/round; at will): Reach 3; +30 vs. Reflex; 1d12+8 damage, plus target is grabbed (escape ends).

[Melee] Rampage (standard; at will): Reach 3; the thessalhydra makes one hydra bite attack against each enemy within reach.

[Area] Gob of Acidic Saliva (standard; encounter) Acid: Burst 2 within 20; +28 vs. Reflex; Hit: 3d10+7 acid damage plus ongoing 15 acid and slowed (save ends both); Miss: half damage plus ongoing 5 acid (save ends).

Into the Maw (minor 1/round; at will): Only against a grabbed target; the thessalhydra makes a bite attack with a +4 bonus on its attack and damage against the grabbed target.

Many-Headed: Each time a thessalhydra would become dazed or stunned, it instead loses one attack while using thessal fury on its next turn. The thessalhydra can be dazed or stunned mulitple times.

Threatening Hydra Reach: The thessalhydra can make opportunity attacks with its hydra heads on creatures within its reach (3 squares)
---
Alignment neutral; Languages -
Str 23; Dex 19; Wis 18
Con 26; Int 7; Cha 9
 

Well, I was going to convert the overseer tonight and move on to 21st level... but I don't have my pre-4e books here (I am in the process of moving- which won't be complete til early/mid September), so I have no reference points!

I guess instead maybe I'll work on a monster or two for later posting at higher levels...
 

BEHOLDER OVERSEER--- Level 20 Elite Artillery
An overseer looks more like a fleshy tree dangling with mouths and eyes than a standard beholder. Nonetheless, it is a very formidable opponent, and those who recognize one know that it is a very powerful type of beholder-kin.

Large aberrant magical beast--- XP 5,600
---
Initiative +17; Senses Perception +21; all-around vision, darkvision
HP 296; Bloodied 148
AC 32; Fortitude 32; Reflex 32; Will 35
Saving Throws +2
Speed 4
Action Points 1
---
[Melee basic] Tentacle (standard; at will): Reach 2; +27 vs. AC; 1d12+7 damage and the target is grabbed (escape ends).

[Ranged] Eyes of the Beholder (free; when an enemy starts its turn within 5 squares of the beholder overseer; at will): The overseer uses a random eye ray against the triggering enemy.

[Ranged] Eye Rays (standard; at will) See below: The overseer can use up to two different eye rays from the list below. Each power must target a different creature. Using eye rays does not provoke opportunity attacks.

1- Cold Ray: Range 20; +25 vs. Reflex; 2d8+7 cold damage, and the target is slowed (save ends).
2- Dispelling Ray: Range 10; targets one zone or conjuration; +25 vs. creator’s Will; Hit: the zone or conjuration ends.
3- Paralyzing Ray: Range 10; +25 vs. Will; 1d10+7 psychic damage and target is immobilized (save ends).
4- Lightning Ray: Range 20; +23 vs. Reflex; Hit: 2d8+7 lightning damage; Effect: make a secondary attack against a target within 5 of the primary target: +23 vs. Reflex; 1d10+5 lightning damage.
5- Telekinesis Ray: Range 10; +25 vs. Reflex; 2d8+7 force damage, and the target slides 6.
6- Mind Shock Ray: Range 10; +25 vs. Will; 2d10+7 psychic and lightning damage.
7- Domination Ray:
Range 10; +25 vs. Will; Hit: target is dominated (save ends); Miss: target is dazed until the end of its next turn.
8- Stasis Ray: Range 10; +25 vs. Will; Hit: target is restrained and stunned and gains resist all 20 (save ends all). The overseer’s telekinesis ray can still move the target without breaking the restrained condition.
---
Alignment evil; Languages Deep Speech
Str 17; Dex 24; Wis 16
Con 22; Int 20; Cha 28
 

Hurray, I came across my copy of I, Tyrant tonight, allowing me to finish my 20th level monsters at last!! :D

Plus, it's just a damn cool book. I love the advice on having a beholder over for dinner- "beholders always appreciate a visually stimulating meal; colorful food arrangements are always a good idea." Amongst their least favorite foods are eyes. :lol:
 

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